Uhh, you're creating CSDKGameRules as an entity?!

Make a NEW entity, that UPDATES CSDKGameRules. Don't make CSDKGameRules an
entity!!

Ie:

class CInfoFrontline : public CPointEntity
{
public:
        DECLARE_CLASS( CInfoFrontline, CPointEntity );

        DECLARE_DATADESC();

        void Spawn()
        {
                //omega;
                ((CFLFGameRules*)g_pGameRules)->SetRulesMode(m_iRulesType);

                SetMoveType( MOVETYPE_NONE );
                SetSolid( SOLID_NONE );
// Remove model & collisions
                AddEffects( EF_NOSHADOW | EF_NORECEIVESHADOW | EF_NODRAW );
        };
        bool KeyValue( const char *szKeyName, const char *szValue )
        {
                if (FStrEq(szKeyName, "rulestype"))
                {
                        m_iRulesType = atoi(szValue);
                }
                else if (FStrEq(szKeyName, "warmuptime"))
                {
                        m_flWarmupTime = atof(szValue);
                }
                else if (FStrEq(szKeyName, "spawntime_att"))
                {
                        m_flSpawnTime_Attackers = atof(szValue);
                }
                else if (FStrEq(szKeyName, "spawntime_def"))
                {
                        m_flSpawnTime_Defenders = atof(szValue);
                }
                else
                        return BaseClass::KeyValue( szKeyName, szValue );

                return true;
        };

private:
        int                     m_iRulesType;
        float           m_flWarmupTime;
        float           m_flSpawnTime_Defenders;
        float           m_flSpawnTime_Attackers;
};

BEGIN_DATADESC( CInfoFrontline )

DEFINE_KEYFIELD( m_iRulesType, FIELD_INTEGER, "rulestype" ),
DEFINE_KEYFIELD( m_flWarmupTime, FIELD_FLOAT, "warmuptime" ),
DEFINE_KEYFIELD( m_flSpawnTime_Defenders, FIELD_FLOAT, "spawntime_def" ),
DEFINE_KEYFIELD( m_flSpawnTime_Attackers, FIELD_FLOAT, "spawntime_att" ),

END_DATADESC()

LINK_ENTITY_TO_CLASS(info_frontline, CInfoFrontline);

-----Original Message-----
From: r00t 3:16 [mailto:[EMAIL PROTECTED]
Sent: January 1, 2005 6:44 PM
To: [email protected]
Subject: Re: [hlcoders] PlayerSpawn

Basically what I have so far is
#ifndef CLIENT_DLL
LINK_ENTITY_TO_CLASS(info_player_ttf, CPointEntity);
LINK_ENTITY_TO_CLASS(info_player_terrorist, CPointEntity);
#endif
LINK_ENTITY_TO_CLASS(info_gamerules, CSDKGameRules);
Now I guess i need some kind of function to see what info_gamerules is set
to.
I can get the info with this I would imagine
gEntList.FindEntityByClassname(m_iGameRules, "info_gamerules");
Then decide what the game play is going to be and load the proper menu's
etc.
Which those above are not a problem.

How do I setup the FGD file so they can change this in hammer?
Is it PointClass? BaseClass?

I am gonna go read the sdk docs again also, I read them once and I did not
make much sense, but I am starting to get an understanding of how everything
works so maybe I will get it now.

r00t 3:16
CQC Gaming
www.cqc-gaming.com


----- Original Message -----
From: "Tony "omega" Sergi" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Saturday, January 01, 2005 6:02 PM
Subject: RE: [hlcoders] PlayerSpawn


> Yep. It's spawn function passes the variables to gamerules, and then sets
> itself intangible (but still triggerable, so you can use I/o with it).
>
>
> -----Original Message-----
> From: r00t 3:16 [mailto:[EMAIL PROTECTED]
> Sent: January 1, 2005 5:49 PM
> To: [email protected]
> Subject: Re: [hlcoders] PlayerSpawn
>
> When you created this entity you did something like
> LINK_ENTITY_TO_CLASS( "info_gamemode", CSDKGameRules);
>
> or something correct?
> Just want to make sure im headed in the correct direction :)
>
>
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com
>
> --
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> Checked by AVG Anti-Virus.
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>
>
>
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>
>
>


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